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<title>minetest.git/src/mapgen, branch 5.0.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.0.0</id>
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<updated>2019-01-25T19:01:00+00:00</updated>
<entry>
<title>blitToVManip: Check out-of-bounds using node position not index (#8127)</title>
<updated>2019-01-25T19:01:00+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2019-01-25T19:01:00+00:00</published>
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<id>urn:sha1:922e6ff57ec9f07d2ff04cf010821c1ddd00831e</id>
<content type='text'>
Previously, when using 'place on vmanip' to add a schematic to a
lua voxelmanip, if part of the schematic was outside the voxelmanip
volume, the outside part would often appear in a strange place
elsewhere inside the voxelmanip instead of being trimmed off.
This was due to the out-of-bounds check checking the index.

A position outside the voxelmanip can have an index that satisfies
'0 &lt;= index &lt;= voxelmanip volume', causing the node to be placed
at a strange position inside the voxelmanip.

Use 'vm-&gt;m_area.contains(pos)' instead.
Move index calculation to later in the code to optimise.</content>
</entry>
<entry>
<title>Fix warnings about dungeongen.cpp memcpy() and unused variable in MapBlock::deSerializeNetworkSpecific() (#8122)</title>
<updated>2019-01-22T21:13:06+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2019-01-22T21:13:06+00:00</published>
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<id>urn:sha1:bc1e54764b736310ca3797dc3e06fe8326949367</id>
<content type='text'>
* Fix warning about dungeongen.cpp memcpy()

* Fix unused variable in MapBlock::deSerializeNetworkSpecific()

* Fix unused variable a simpler way
</content>
</entry>
<entry>
<title>Fix Mapgen Valleys getSpawnLevelAtPoint() (#7756)</title>
<updated>2018-10-02T23:50:21+00:00</updated>
<author>
<name>Treer</name>
<email>treer.git+github@the-bordello.com</email>
</author>
<published>2018-10-02T23:50:21+00:00</published>
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<id>urn:sha1:84a5fa01fff2b81fae12411c31502a49f152ed1d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix various code issues found by cppcheck (#7741)</title>
<updated>2018-09-23T19:12:39+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-09-23T19:12:39+00:00</published>
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<id>urn:sha1:8543df7752bfdd43922f8f9377cd94aae71d83b9</id>
<content type='text'>
Mapgen Singlenode: Remove 'flags' that duplicates a 'class Mapgen' member.
Dungeongen: Initialise 'MMVManip *vm' to 'nullptr'.
Inventorymanager: Remove assignment error 'found = '.</content>
</entry>
<entry>
<title>Change mapgen order to ores &gt; dungeons &gt; decorations (#7656)</title>
<updated>2018-08-20T17:24:53+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-08-20T17:24:53+00:00</published>
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<id>urn:sha1:8516f284580a366d014f13a0bbd797da49d4df7e</id>
<content type='text'>
Previously dungeons &gt; decorations &gt; ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.

The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.</content>
</entry>
<entry>
<title>Mgv5: Change tunnel parameters to those of other mapgens (#7641)</title>
<updated>2018-08-16T18:10:56+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-08-16T18:10:56+00:00</published>
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<id>urn:sha1:4dff0021b8c0ad19db97a6160a338fcac09f7c4c</id>
<content type='text'>
Make tunnels wider and use the noise parameters of most other mapgens.
All other underground features are already identical to all other
non-mgv6 mapgens, this final change modernises and improves the tunnels.</content>
</entry>
<entry>
<title>Fix build on gcc 5.0 (#7586)</title>
<updated>2018-07-26T19:49:38+00:00</updated>
<author>
<name>zeuner</name>
<email>github@quidecco.de</email>
</author>
<published>2018-07-26T19:49:38+00:00</published>
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<id>urn:sha1:d7d451c647f1fff7983178a9817888f4d0bab695</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Mgvalleys: Make river depth variation and humidity drop optional (#7532)</title>
<updated>2018-07-18T02:34:05+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-07-18T02:34:05+00:00</published>
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<id>urn:sha1:bc9bb63aed82fb98eeab641eb8515c4cc1779230</id>
<content type='text'>
Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.

Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.</content>
</entry>
<entry>
<title>Cavegen: Fix errors when getting biome outside mapchunk (#7480)</title>
<updated>2018-06-26T18:35:23+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-06-26T18:35:23+00:00</published>
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<id>urn:sha1:93661ca2122639b000dc3860700e5c61ebbc6497</id>
<content type='text'>
Some cave segments are outside the mapchunk.

Previously, biome was being calculated by a function that uses the noise
maps. Points outside the mapchunk resulted in incorrect noise map indexes
that were sometimes outside the noise map size, causing a crash.

Use either noise maps or point noise calculations depending on point
location.</content>
</entry>
<entry>
<title>Decoration API: Add lightweight ability to have complete coverage (#7456)</title>
<updated>2018-06-24T16:14:18+00:00</updated>
<author>
<name>Paramat</name>
<email>paramat@users.noreply.github.com</email>
</author>
<published>2018-06-24T16:14:18+00:00</published>
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<id>urn:sha1:de621d5d4b0b75441e034f15f766145ede2bace8</id>
<content type='text'>
When the noise value or fill_ratio &gt;= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.

'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.

'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.</content>
</entry>
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